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2489409 No.2489409 [Reply] [Original] [archived.moe]

DOOM THREAD / RETRO FPS THREAD - Last thread >>2484927
(We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)


The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. Want to learn more about Doom? Check this site first!

FAQ/Pastebin, updated semi-frequently

IRC (Password is in the FAQ.)
Channel: #vr



So You Want To Play Some Fucking Doom? (v5)

Vanilla/Boom: http://www.doomworld.com/vb/wads-mods/
ZDoom: http://forum.zdoom.org/viewforum.php?f=19
/idgames: http://www.doomworld.com/idgames/
/idgames torrent (as of 2013-11-25; 12GB): https://dl.dropboxusercontent.com/u/13513277/idgames.torrent

##Our WADs can be found here!##
http://pastebin.com/5sKRiJzS (old)

>> No.2489410


[06-22] 500 Quake maps, shared by an anon

[06-22] Doom Radio discusses Doom 4

[06-22] PC Gamer review of Doom 64 EX

[06-21] Masters of Doom to be updated

[06-21] Vela Pax (6 massive intricate maps by Mechadon) beta #2

[06-19] Doom Touch moved to Amazon, get it while it's free

[06-19] DIKZAK, a self-described "strange jokewad in the vein of /pol/.wad"

[06-18] Descent, a 10 map Hexen hub

[06-18] GBA Doom Deathmatch Remake v3, map03 completed

[06-17] Restoring Deimos, a 32 map megawad for ZDoom and derivatives

[06-16] Valiant gets some gaming press coverage

[06-15] Project Brutality (BDv20 metamod) released

[06-15] More Doom4 stuff:
http://www.youtube.com/watch?v=galOoNQ483Q Gameplay footage shown at E3
http://www.youtube.com/watch?v=VSachrC6MuE Complete Beth E3 reveal
http://www.doomworld.com/vb/post/1382764 Doomworld's news thread about it

[06-14] Doom4 trailer shown at E3.

[06-14] Comfy Doom, a new vanilla-resources gameplay mod

[06-12] Sunlust (Ribbiks / dannebubinga) megawad beta release


Please reply to this post with news.

>> No.2489439
File: 367 KB, 1920x1080, Screenshot_Doom_20150619_012551.png [View same] [iqdb] [saucenao] [google] [report]

Reshade is making me forget how duller the colors originally were, even if only marginally so.

>> No.2489441
File: 347 KB, 1920x1080, Screenshot_Doom_20150619_012547.png [View same] [iqdb] [saucenao] [google] [report]

Without Reshade for comparison. Albeit it's not a good comparison since it's just some wall corner and all.

>> No.2489447

Aww damnit this seemed cool too.


Does anyone know how or why this creator was banned? ;_;

>> No.2489453

Seems he was being a cunt around the Zandronum forums and people went out of their way to antagonize him back for it, but I don't know the details. It looked cool to me too but oh well.

>> No.2489492


For mental health reasons.

>> No.2489503
File: 3 KB, 226x204, What the Hell, man....png [View same] [iqdb] [saucenao] [google] [report]

Banned... for mental health reasons?
You mind elaborating on that?

>> No.2489518
File: 471 KB, 900x1350, tumblr_nqbkh558Qh1tkah1uo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

>> No.2489519
File: 559 KB, 900x1350, tumblr_nqbkh558Qh1tkah1uo2_1280.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2489530 [DELETED] 

>no option for double checking paperwork

>> No.2489532

Up to map13 in AV. Damn this megawad is quite a blast.

>> No.2489538

>weapon maintenance
"Let's polish some spears!"

>> No.2489540
File: 30 KB, 250x330, ANKLE-DEEP IN THE UNCONSCIOUS.jpg [View same] [iqdb] [saucenao] [google] [report]

ALWAYS do some stretches before strenuous exercise.
Nothing kills the mood like cramps.

>> No.2489542

anyone know how to get DoomRPG to work with ZDL, tried to make a pk3 file out of it, and tried using the command line options but neither of those worked, and I don't want to have to make a batch or shell file(cause I don't know how), so anyone know what to do?

>> No.2489543

Tell her to go dress herself properly.

>> No.2489545

Nice to see an intact undershirt for once.

>> No.2489565

>People not choosing weapon maintenence
Enjoy your guns breaking in the middle of a level you dumbasses.

>> No.2489570

When was the last time your gun broke in the middle of a level?

>> No.2489580

last time I played System Shock 2

>> No.2489582

it is sort of possible to break your gun in vanilla doom, by zombifying yourself with a voodoo doll


>> No.2489591

He got involved with community drama. It got to him bad and he became a cunt, so they banned him.

>> No.2489601
File: 27 KB, 255x185, Cosmic Cancer.jpg [View same] [iqdb] [saucenao] [google] [report]

What a shame.

>> No.2489608
File: 32 KB, 300x346, doom8.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone here had played the J2ME version of Doom RPG? it's pretty decent.

>> No.2489612

Never because I take care of that shit.

Same for Doomguy.
Everything else is the wrong answer.

>> No.2489616

I wasn't aware of voodoo dolls. That is some cool shit they did with them.

>> No.2489625

voodoo dolls are probably the most useful original game bug besides straferunning

>> No.2489630


Rocket Launchers are cool.

>> No.2489635

So... Basically a Devastator with secondary cluster function?

>> No.2489637


Yeah. Pretty much. Looks and sounds nice though, also it's a safe weapon to wield because they don't hurt you as badly

>> No.2489640

isn't the music from turrican?

neat weapon btw

>> No.2489643

I honestly don't think Voodoo Dolls should be considered a bug, but rather as an Unintentional Feature.

>> No.2489645
File: 2.81 MB, 640x480, e3m5demo.webm [View same] [iqdb] [saucenao] [google] [report]

god damn that mod looked so fucking awesome.

>> No.2489647


yes it is.


>> No.2489657


too soon

>> No.2489668

i see you've changed the ammo cost of the altfire - it seems more in line with its damage output now.

>> No.2489670


I lowered it down to 10 and I'll be running through a few maps later to see how it feels, 15 is pretty goddamn steep

>> No.2489673

>not using the superior Mega Drive version https://www.youtube.com/watch?v=OGP_Tvsn1bQ

You dun goofed

>> No.2489678


Mega Turrican's music is superior, I'm not gonna lie. But Super Turrican has a chill, easy listening flow to it compared to Mega's crunchy shredding shit.

I like both.

Except 1-1 on the genesis is a million times better than the SNES one.

>> No.2489679

I like both, I was just being a dick. I'm sorry!

>> No.2489863

weapon maintenence is usually done after usage not before it

>> No.2489874

inb4 the chickmarine yells to you for not doing streches already by yourself

>> No.2489897

Yholl motherfucker needs jesus

>> No.2489910

sticking the rl in the water like that can't be good for the gun

>> No.2489915

Which wad has the best music?
>Inb4 equinox

>> No.2489925
File: 2.96 MB, 640x480, 1364912430173.gif [View same] [iqdb] [saucenao] [google] [report]

Love Return to Saturn X music
>Love MAP02
>Love HUB
>I praise Esselfortium for his work.

Still I'd want to hear some other wads with good music.

>> No.2489951
File: 17 KB, 263x315, 1433978759830.jpg [View same] [iqdb] [saucenao] [google] [report]

If DOOM had a broadway musical directed after it, who should be in charge of the soundtrack?

>> No.2490021

https://www.youtube.com/watch?v=jJ45LTOwiwg Shadow Warrior 2 gameplay revealed, doesn't look bad

>> No.2490059

Okay, this is weird.

The recent version of GzDoom will not show any weapons, walls with transparent textures (the fences in Entryway right at the start if you turn around) are also invisible, and the expanded part from the HUD to the left and right when playing with 1920 is black and turns yellow when going into the menu.

Switching the resolution to another one and then back helps, but for some reason GZDoom will then start up in the resolution I switched to, even if I already went back to 1920. With the weapons and respective textures again missing.

>> No.2490069

why is the FPS so fucking low
I hope they won't lock it down to 30

>> No.2490073

set the video to 720p

>> No.2490074

But it was at 1080p.
Does shitdube cuts down fps?

>> No.2490076


>retards not picking hand-to-hand combat.

You know doomguy took on hell with his fists alone, right?

>> No.2490085

Mine defaulted to 720p 60 FPS. Game looks goregous, nice melee combat too.

>> No.2490086

>Return to Saturn X

Anyway. I love the music in the MMs, Requiem, Icarus, Plutonia 2, and Speed of Doom.

>> No.2490087

I've set it to 720p, and it still looks choppy, as if it was on 30fps or something

>> No.2490094

Your browser might not support it. Using Chrome and I get 60fps options in the quality section.

>> No.2490118


Does your Gzdoom do this sorta thing too? Because mine is wonky too (It does everything you mentioned, plus this: https://www.youtube.com/watch?v=zpsEzMQ7Nbc (Forgive the use of BD, but it was the only mod I had tinkered with that did this in a major way.)

>> No.2490153

looks awesome, i'll buy it day one if there's a non-steam version.
i hope this one will be better optimized than the previous one

>> No.2490223
File: 97 KB, 500x596, 33798925.jpg [View same] [iqdb] [saucenao] [google] [report]

>Angry Science
>"Okay this is pretty crap-"

>> No.2490236

>damage numbers
>upgrades dropped from enemies
>with TF2 styled tooltips
>wacky reload animations
>suspiciously open spaces
>stealth magics
>using environment to deal damage
>you can cripple enemy limbs separately?
>bow freezing partially when ice upgrade picked up
>lots of melee weapons
>enemies isn't dumb and using their abilities
>erection but also a despair.jpg
>captcha wants me to specifically pick birthday cakes

>> No.2490247

I found it enjoyable.
I wish I could say the same about the second part. That doesn't even run in my current cellphone.

>> No.2490253

Best BTSX track coming through


>> No.2490292

The project from that thread and the project in that webbum aren't the same project.

Ultimate Doom 64 may yet be finished.

>> No.2490338

No, it doesn't do that, apart from the occasional lag.

>> No.2490395

Has anyone ripped Doom64's weapons/items/textures/enemies for use in ZDoom/GZDoom editing?
I want some o that.

>> No.2490404

you wouldn't believe

>> No.2490414

You can just load up the Doom64EX wad in SLADE.

>> No.2490443

Is Final Doom good?

>> No.2490456

Wouldn't that only work with the doom64EX sourceport though?

>> No.2490461

Better than you

>> No.2490462
File: 6 KB, 63x66, 1394977872286.png [View same] [iqdb] [saucenao] [google] [report]

If you're just ripping graphics, it's no problem.

>> No.2490470

Yes. It's better than Doom 2.

>> No.2490478

Plutonia is good, Evilution is eeeeehhhhhhhhhhhhh...

>> No.2490517

I meant more like, made a 1:1 copy of all the items and weapons in DECORATE so I could build a Doom64 map using GZDoom features.

>> No.2490540

Fucking hate these megaman wads

>> No.2490570

Why? Is there any difference from vanilla besides little visual recoil?

>> No.2490573
File: 2 KB, 101x140, mfweternalsoultorture.png [View same] [iqdb] [saucenao] [google] [report]



>> No.2490586

Am I the only one thinking the new doom"guy" will be a female?
I think there were some indicator in the trailer from 2014 and its also quite strange that all player sounds are missing. Maybe they are trying to pull that whole metroid/female shit at the end. After all its 2015 and they are trying to be progressive and as sjw as possible.

>> No.2490589

Does anyone know of any Doom Radio?
Getting really tired of Liquid Doom.

>> No.2490590

Those hands do not look female to me.

>> No.2490591

In the mechanics? I think so, there's new/different acting monsters.
I just tried out Doom64EX and it's all a little crummier than I remember it being so I'm not sure I want to make a map for it any more. Might look for some darker classic monster reskins and custom monsters and throw them in for a bit of a change instead. I wanted to make something with a more dark/grungey atmosphere.

>> No.2490593

>tfw they could let us choose the gender of our doomguy since the series features a silent protagonist anyway but they won't

>> No.2490597

>Am I the only one thinking the new doom"guy" will be a female?

I'm thinking you're the only person that would seriously care.

>> No.2490598

its not like I would care about a female protagonist.
its just shit like that feels like its changed jsut for the sake of change so Iam a lil bit worried.
Its not id who is making the game after all. :(

>> No.2490603


you can literally SCULPT the fuck outta your character in the new fallout.

but then again doomguy is supposed to be YOU so why the fuck should we spend time with such an optional feature?

>> No.2490605

>new doom"guy" will be a female
Let's not make any assumptions like that just yet.

There'd be riots in the street, though.

>> No.2490607


It will be a trans-non binary muslim wolfkin

>> No.2490614


Any other mods like this?

>> No.2490616

>It will be a trans-non binary muslim wolfkin
>angry enough to rip and tear because trannies
>willing to kill everything because allah akbar
>strong enough to tear apart demons with bare hand because wolf on every level but physical
It all makes sense now

>> No.2490617



>> No.2490618

None released AFAIK

>> No.2490619


>furries are actually werewolves

>> No.2490621
File: 1.78 MB, 320x180, 1400107804002.gif [View same] [iqdb] [saucenao] [google] [report]

I left /v/ to get away from this.

>> No.2490629

The only big name designer that has been in id since 2004 is still with the company.

>> No.2490638

>big name designer

give me the name

>> No.2490639
File: 916 KB, 490x367, [Shitposting Loudly].gif [View same] [iqdb] [saucenao] [google] [report]

I honestly don't care as long as she's silent as always.

And as long as her screams of pain aren't annoying since female's voices are higher pitched.

If however DooMGuy does become DooMGirl and she suddenly starts flapping her gums all day, we're gonna have a problem.

Otherwise I couldn't give less of a shit.

>> No.2490641
File: 31 KB, 245x245, 1360121633317.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2490649


you said big name brah

>> No.2490656

I am in love with this game right now.

>> No.2490657
File: 247 KB, 853x469, Doom 64 Level 1.png [View same] [iqdb] [saucenao] [google] [report]

>Playing DooM 64 for the first time on my PC.

>This fucking darkness.
>That ambient soundtrack.


Christ this is unnerving as fuck, the only thing that kept DooM from spooking me ever was that bitching rock music. Take that away....Yeah i'm fucking spooked.

>> No.2490660

He's been the only name worth mentioning in the id design team since Quake 3.

>> No.2490661

I was spooked as fuck from doom 2 when I was 8 and tried to play it the first time. Never made it past the first level because scared as shit.
Took like 2 years until I had the courage to finish the game.

>> No.2490668

smooth doom has some of the weapons and items from doom 64 as optional extras

>> No.2490670
File: 450 KB, 851x479, Doom 64 Level 1 Demon.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2490676

Hey now adrian carmack is definetely worth mentioning and he worked there until 2005.

>> No.2490681

I really wish I could turn off sprite and texture filtering in doom64ex.

>> No.2490686
File: 74 KB, 300x371, tumblr_n5sf7tifQe1qbj64co3_1280.jpg [View same] [iqdb] [saucenao] [google] [report]

Are you forgetting about Kevin Cloud?
He was the arms of doomguy and he digitized the weapons (?)

>> No.2490696
File: 149 KB, 1280x721, pink eye.jpg [View same] [iqdb] [saucenao] [google] [report]

They look even more horrifying in DOOM 2016 from the looks of it.

>> No.2490697

As an artist, not a designer.

>> No.2490701

Does anyone know a reliable place to obtain a DooM64 ROM?
I need this >>2490657 >>2490670 now.

>> No.2490708
File: 609 KB, 854x476, Room full of Demons.png [View same] [iqdb] [saucenao] [google] [report]

Welp it's official, this game hates me.

>> No.2490713

that's only the first level.
just wait until you meet the lost souls

>> No.2490720
File: 393 KB, 320x240, 1345982706556.gif [View same] [iqdb] [saucenao] [google] [report]

Completely agreed
>playing Plutonia with HXRTC

>> No.2490723


They're like angry overgrown cancer blobs. breddy good

>> No.2490727


>> No.2490737

So are they basing the chaingun off the Brutal Doom chaingun then?

>> No.2490741

Ive been using a MegaDrive soundfont for midis, and BtSX works so well in that style

>> No.2490742


It's much slower and shoots big bullets. Revs up slowly as you keep firing. Nothing like Brutal Shitter's chaingun.

>> No.2490748

Looks more like the Bulletstorm Chaingun than anything else.

Doom 4's HMG is based on the firing speed of Doom 1's Chaingun

>> No.2490750


Or Quake 2.

>> No.2490753

Holy shit I managed to dig up what adrian carmack does now - he seems to be working with sandy petersen and doing art for his lovecraft-themed board games.

>> No.2490757

archive.org has no-intro sets including n64

>> No.2490760

Forgot to add, you can download files inside zips on archive.org by adding a slash at the end, so you don't have to download the entire set at once.

>> No.2490761

BD's chaingun sprite is an edit of an edit of an edit of the sprite version of the the Doom 3 chaingun.

So no.

>> No.2490763

try playing with fast monsters.
I dare you.

>> No.2490801

My god the lost souls must become absolutely horrifying

>> No.2490862 [SPOILER] 
File: 8 KB, 154x116, 1435092913138.jpg [View same] [iqdb] [saucenao] [google] [report]

Just a little bit...

>> No.2490893
File: 523 KB, 1920x1080, Screenshot_Doom_20150623_224316.png [View same] [iqdb] [saucenao] [google] [report]

Made the little 'tooltip' or whatever field print out the name of whatever object the cursor hovers over at the moment, or otherwise whatever action would be performed upon clicking the mouse.

Very soon I'll be able to make functioning but really simple puzzle like picking up a key and using it with a locked door. Might actually be time to create a project thread when that's done.

>> No.2490906

System Shock in DOOM here we come!

>> No.2490950

Let's say we have an actor with a certain ammount of "token items" in it's inventory. Would it be possible to have a tooltip, that generates data according to ammounts of such "token items"?

I can't get idea of a borderlands mod out of my head, even though I know that I'm unlikely to ever make it, as I severely lack dedication. Still, my mind wanders to It whenever I see something that gives me an idea I could possibly use in such a mod.

Current idea: have a borderland-like item-card tooltips, but not in the world, as that would be problematic for Doom engine, but in a specified place in user's HUD.
Generated items are basically actors with token items given to them upon generation - ammount of those items act as variables tha determine item's properties. Like if the gun has 4 "barrel" tokens, then that means that the gun has the barrel number 4.

When player aims the "item" actor from a certain (short) distance, he gets info of those ammounts of token items, and a script calculates the actual properties the gun has, then prints it all on the screen, in a designated position on the hud (probably lower right corner, above the ammo count)

>> No.2490967

Are female doom players even a thing? I've seen girls who play cawadooty and other modern shooters, but I never seen a girl who plays doom or other classic FPS games. The closest thing I've seen is that one tranny on doomworld

>> No.2490970

That one Japanese artist, alice88/Kurashiki is female and plays doom she's even joined in on some of the online games we've played. Heck she also made a few maps too.

>> No.2490972

>Let's say we have an actor with a certain ammount of "token items" in it's inventory. Would it be possible to have a tooltip, that generates data according to ammounts of such "token items"?
That's as simple as a CheckActorInventory check, so absolutely.
>[...] but not in the world, as that would be problematic for Doom engine[...]
Actually, part of my code coulde be used for exactly that - but I need some help with the math for that. It 'works' but the coordinates for the tooltip would get kind of screwy right now.
>[...but in a specified place in user's HUD.
That's not so hard.
>Generated items are basically actors with token items given to them upon generation - ammount of those items act as variables tha determine item's properties. Like if the gun has 4 "barrel" tokens, then that means that the gun has the barrel number 4.
DRLA already does something like this I believe.

>> No.2490978 [DELETED] 

Mouse button 4 ate my post, but I'll be answering you tomorrow. No time.

>> No.2490980

One of the people I played with back during Skulltag's heyday was a girl, and I knew several women in the group I played with on Quake 2 and 3 and UT2k4 but that was also wayyy before "I'm a gamer grrrl lol here's a picture of me eating an xbox controller" became a thing.

>> No.2490983

How would i make a monster die a certain amount of time after being spawned?

>> No.2490985
File: 69 KB, 400x593, DooM The Game The Movie.jpg [View same] [iqdb] [saucenao] [google] [report]

So I just rewatched the DooM movie after several years since it was on TV.

It wasn't as bad as I remember it being but it's still shit. Also not enough demons- err excuse me "Mutants".

I also love how misleading the poster is
>All HELL breaks loose.

>No demons.
>Hell isn't even brought up in the movie except when John says "GO TO HELL!"

If anything the movie would have benefited from more action. If the DooM 2 movie ever happens though, pls no first person shots. Just make regular action shots, jesus.

>> No.2490992

Yes. They just don't bring attention to their gender, because nobody should care what you're packing down under while playing.

If someone's going "lol i'ma grrrl ;3" then that should set off warning sirens.

>> No.2491002


Gender should only be mentioned if asked.

Like example
>Hey, just out of curiosity, how many of you are guys?
>Hey, are you a guy orrr?
or just straight up and simple
>Are you a girl or a guy?

If a girl just joins and for no reason starts saying
>"Lol i'm a grill :33333"
>"Wanna fugg my butt? :DDDDD"

Then something is wrong.

>> No.2491006

I didn't know they made a game based on that The Rock movie from like 10 years ago

>> No.2491012
File: 135 KB, 1280x720, DOOM64 2015-06-23 15-12-38-238.jpg [View same] [iqdb] [saucenao] [google] [report]

You can. For years, you could. How long has it been since you updated?

>> No.2491038

Why did they change it to demons from literal hell? With magic fire and shit? And with deus ex like augmentations?
That's just weird, nobody would ever like that or buy it. It's an idea that's DOOMED to failure.

>> No.2491045

they probably just dont mention it, there isnt much talking in Doom, and if theyre playing Doom its for rippin n tearing not for "hey im grilll ;o ;o ;o" bullshit that you see in popular onlines games. Ive played Doom (on Xbox) with a friend before on xbox and mentioned she played it all the time, then proceeded to find all the secrets so i knew she wasnt bsing.

>> No.2491051

Nothing wrong with fuggin a grill's butt, anon.

>> No.2491053

What? it's just the Doom 2 chaingun over an edit of the Doom 2 chainsaw.

>> No.2491056

>fucking a girl

What are you, gay?

>> No.2491067
File: 1.28 MB, 500x720, 1411681784511.gif [View same] [iqdb] [saucenao] [google] [report]

>Nano super shotgun
>Enough strength stims stacked to last me an entire megawad
Sweet jesus I'm dying this is too fucking awesome

>> No.2491068


this whole post-irony shit needs to die

>> No.2491081
File: 191 KB, 640x480, tumblr_nqex129pbl1szcxzqo1_1280.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2491083

pretty caek

>> No.2491084
File: 80 KB, 292x255, yang_stare.gif [View same] [iqdb] [saucenao] [google] [report]

>You will never receive this from somebody special
On the bright side, I won't have to deal with stupid social shit.

I still want that cake

>> No.2491102
File: 186 KB, 349x268, 1433261072168.png [View same] [iqdb] [saucenao] [google] [report]

Hey /doom/, what do you think makes a good weapon replacement pack? What about a good monster replacement pack?

>> No.2491115

If it's fun. There is so much variety between gameplay mods these days that fun is the only way to compare them.

>> No.2491116

Trailblazer + Colourful Hell is a pretty baller mix.

>> No.2491117

>Good weapon replacement
Shotguns have to be awesome.
Energy weapons need to not sound like a toy
A weapon pack is instantly shit if it uses Doom 3 sounds for anything. Especially the Plasma rifle firing sound.

>Good monster replacement pack
Monsters around the same challenge level of vanilla. They can do whatever the creator wants but if there's some overpowered shit in the revenant slot then it's not going to work.

>> No.2491118


>> No.2491131
File: 12 KB, 284x276, 1424057244004.jpg [View same] [iqdb] [saucenao] [google] [report]

>People on Doomworld discussing how much you should have to pay someone to make you monster sprites
>They're saying that $800-$1000 is a good ballpark range
What the fuck is wrong with these people?

>> No.2491142


>implying that most of the sprite artists in our community would get up their butts for $10 to do ONE sprite

>> No.2491145

To be fair, good sprite work is practically a dead art, even in indie games that cost money.

>> No.2491147

If that means sprites from scratch (which means no frankenspriten) 8 rotations, with 6 walk frames, 3 pain frames, 6 attack frames, and Brutal Doom level of death variety, that sounds fair.

>> No.2491151
File: 77 KB, 800x549, Demon-Slaying Bonding Time.jpg [View same] [iqdb] [saucenao] [google] [report]

In my opinion, feedback for weapons and a balanced variety for monsters.
Term does a great job explaining what I mean by feedback in this post: http://terminusest13.tumblr.com/post/96527833396/what-do-you-think-is-the-most-important-thing-a
For monsters, you have to take into account what kind of creature they're replacing. For example, imps, pinkies and zombiemen should be replaced by something similarly easy to take down and who make up for their weakness by their speed and maneuverability. Barons and the like should be the opposite: big, beefy and strong but slow. Other than that, tweak them anyway you want. Just don't do what Complex does and replace shotgun guys with rocket launchers or BFGs.

>> No.2491154


Gray hair fits Doomguy pretty damn well.

>> No.2491171

>monster sprites
Let's estimate the minimum here.
Walk takes about four frames, attack frames can be about four frames (two for range, two for melee), pain can be one extra frame, and death can be about five/six frames. That's 12 frames. Five rotations each, that's 60 unique individual frames.
If we go by about tenbux per sprite, then that would be about $600 total. And that's for the bare minimum.

Yeah, $800-$1000 sounds about right.

>> No.2491179

>Brutal Doom level of death variety
Could we just assume the standard amount of work instead as a baseline?

Not that spriters wouldn't deserve a lot of money for their work or anything but adding that bit at the end sounds really excessive considering how many ways there are for monsters to die in BD.

>> No.2491180

I know this is 4chan and we're some of the stingiest jews possible (we've had threads for pirating games that costed one fucking cent), but that's not a far out ballpark figure. Buying unique sound libraries costs about the same.

>> No.2491183
File: 51 KB, 640x480, MAP01 3_zpsehos67gk.png [View same] [iqdb] [saucenao] [google] [report]



Play it. Rate it.

>> No.2491186

>Doomguy angry at texture quality.png
I always knew Doomguy was a PC gamer.

>> No.2491196
File: 63 KB, 173x255, Baphomet is Pleased.png [View same] [iqdb] [saucenao] [google] [report]

I chuckled.

>> No.2491197
File: 500 KB, 1920x1080, Screenshot_Doom_20150624_074532.png [View same] [iqdb] [saucenao] [google] [report]

>killed in one shot


>> No.2491203
File: 65 KB, 255x231, Haruhi Shigh.png [View same] [iqdb] [saucenao] [google] [report]

And this is one of the major reasons why Complex DOOM is a bad wad.

>> No.2491208


I had the most fun playthrough of NRFTL with it. I imagine it's borderline impossible on tougher wads though.

>> No.2491210

How do you pistolstart in Doom 2? Because there's no episodes typing "map exmy" doesn't work

>> No.2491212

Use map map## instead.

>> No.2491215

Does that guy have a fucking quadruple shotgun?

>> No.2491219



>> No.2491225
File: 18 KB, 261x296, [Oiling Intensifies].jpg [View same] [iqdb] [saucenao] [google] [report]

>DoomGuy, Blazkowicz, StrifeGuy & ChexWarrior get locked in a room equipped with every weapon from their home games at full ammo as well as 100% Armor.

Who comes out alive?

>> No.2491226
File: 50 KB, 272x153, 1397082313650.jpg [View same] [iqdb] [saucenao] [google] [report]

Good shit

>> No.2491227

Is there a console command to display the number of enemies remaining? I vaguely remember seeing someone use it. Right now, I just save, use kill monsters to look at the count then reload. No, I don't want to use the alternate HUD or the fullscreen automap.

>> No.2491231
File: 708 KB, 1031x768, Chex Warrior.png [View same] [iqdb] [saucenao] [google] [report]

Everyone, because ChexWarrior just zorches them all.

>> No.2491235

>Only Doomguy and ChexWarrior have any powerful weaponry
>Doomguy is the only one with powerful weaponry that won't kill himself
And no Samsara doesn't count for ChexWarrior

Doomguy wins.

>> No.2491236

Doomguy gets someone with a point blank bfg hit, which causes space-time to collapse into itself because they're all somehow eachother's ancestors.

>> No.2491240


Them. Every demon nearby is dead.

>Doomguy is the only one with powerful weaponry that won't kill himself

What? Chexguy's rocket launcher and LAZ does no damage to himself.

>> No.2491246

>Forgetting Chex Warrior has a BFZ.

Then again that's the only really powerful gun he has. if you can even call it a gun.

>> No.2491253

Anyone? I'm just starting out making stuff in Decorate.

>> No.2491256


>> No.2491257


ReactionTime number in his propertis.
And then in his states, call A_Countdown.

Every time A_Countdown is called, it reduces ReactionTime by 1. When it reaches 0, it goes to Death.

>> No.2491261

any good survival mode wads besides reelism and cyberpunk shootdown?

>> No.2491263

Talking about Cyberpunk shootdown, do yo have a link to download the wad?

>> No.2491268


>> No.2491274

i think this is the most recent rev, under popular mods

>> No.2491282
File: 453 KB, 480x854, Screenshot_2015-01-05-15-52-11.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2491314
File: 665 KB, 1600x1024, Screenshot_Doom_20150623_145526.png [View same] [iqdb] [saucenao] [google] [report]

what do you guys think of v20?

>inb4 >BD

>> No.2491319

Cool but overhyped. Not at all a fan of the screen shake that happens when you shoot the SSG or the RL, though. But that's my biggest complaint.

>> No.2491321

Project Brutality is better.

>> No.2491323



>> No.2491325

Indifferent, though on one hand I do like seeing chicks who can kick ass.

Being able to select in or adjust your player character in the options menu to a degree would be fine (as in, you can select and adjust some things for your player, man or woman, skin color, maybe voice set, even if it would be limited). Would be alright to have.

Though on the other hand I wouldn't be upset if it wasn't there.

>> No.2491331


Overall a massive step down from v19.
Too much nonsense added, not enough polish for things already in.

>> No.2491335

Yea I agree. I don't like the pushback from the SSG either, but I can deal with it.

I think explosion shaking was dialed down in this version, thank Christ. In v19 when a barrel went off it was like a 9.0 earthquake.

I actually don't mind the change to the chainsaw either, it kills shit really fast. If anything I wish that was how Doom4's chainsaw was instead of a lock on animation I'm forced to sit through.

It was also fantastic that the "Classic" mode was put in v20. I much prefer using classic weapons in BD.

What is Project Brutality's thing? Or is it also the same idea?


Such as?

>> No.2491347
File: 104 KB, 1122x324, SKSParatrooper.jpg [View same] [iqdb] [saucenao] [google] [report]

Someone was working on an SKS for Shut Up And Bleed, did that ever get finished? I like the idea of a generally useful rifle with a bayonet on it.

Pinkies look like they're based on the originals, just made way more grotesque.
I like that.

That makes a lot of sense actually.
Post some of their art and/or some links, always thought Adrian's illustrations and art was cool shit, and Sandy was always a cool cat and a true fa/tg/uy.

>> No.2491352

When you guys play a wad for the first time do you do it on UV or start with HMP?

>> No.2491364

always UV as a default

>> No.2491365

UV, then bump it down to HMP if it's too hard.

>> No.2491371

We're not talking rips or hackjobs here, graphic design work ain't free, bro.

>> No.2491375

For ZDoom, there's options for the Automap to display the number of Enemies, Items, and Secrets.

>> No.2491384

You know, I'm typically not a fan of changing milsurp, but this park'd SKS with polymer furniture gives me a boner

It even looks great w/o the bayonet.

>> No.2491395

Project Brutality is basically just a mod of BD that adds more enemies and guns and does a few nice things like letting Imps climb on ceilings(But this bugs out sometimes and they can climb some impossible terrain)

I mostly like it for the revolvers and auto shotguns but it does have some cool stuff in there

>> No.2491410
File: 48 KB, 1200x450, sks-folder.jpg [View same] [iqdb] [saucenao] [google] [report]

I think those are much later made Chinese SKS rifles made for commercial sales in the US.

They did that for a good while because it was profitable, then Clinton (or was it Bush?), put up some fucking ban. Might have been both of them.

I think some of the commercial SKS rifles lacked bayonets, can't recall which models.
The SKS-D and SKS-M models would accept AK-47/AKM magazines, which is hella neat.

Though if you know what you're doing, you can convert a regular fixed-magazine one to take detachable AK mags.
For some reason I like these in plastic aftermarket stocks, they look like AK rifles from a radically different timeline.

>> No.2491412


>> No.2491414

Different physiology.

>> No.2491421


He looks like a walking cancer blob mutant. Just like how I saw him as a young lad.


Funny enough I was spooked by Doom at the same age. By a demon catching me by surprise in the "Swastika Room" in E1M4 of all things.

>> No.2491426

I dont understand

>> No.2491475

Radiation doesn't bother them because their body works differently.

>> No.2491535

They're cunts

>> No.2491619

Im bored, should I play Doom 64 EX or Quake?

im a decent ways into both

>> No.2491726
File: 1.82 MB, 2700x1800, let_s_do_doom_pt_13___mancubus_by_mechanubis-d5vszow.jpg [View same] [iqdb] [saucenao] [google] [report]

Beat D64 with fast monsters enabled. If that's not enough, do each map from a pistol start.

Happy hunting.

>> No.2491797

Which developer of ID or Bethesda should I bug to rant about Doom4? I can't get their mails I'm lame. May be I should mail that old wolf Carmack even thou he quit, instead?

>> No.2491798

Outside of buying, as I'm about to go try out Darkplaces again, where can I get me some Quake (with the NIN soundtrack)?

>> No.2491804

I don't see what good there would be in emailing Carmack.

>> No.2491813


Project Brutality is a disgusting teen hodgepodge of random shit.

I might have liked it if I was ten years younger or was new to zDoom.

>> No.2491829


Sounds like Doom 3's chaingun then, slow rate of fire, but that beautiful DUNKA DUNKA DUNKA DUNKA sound effect akin to something like a small fucking cannon going off.

>> No.2491834


Having tried out Classic Doom 3, it kinda pisses me off that they swapped the chaingun out with a kinda bad-looking and sounding (but faster) chaingun.

Doom 3 had a pretty good chaingun, I say.

>> No.2491861

>>2491081 >>2491084
i wouldn't want to eat it though. would you cut into that? it'd be desecration

>> No.2491868

"monster" will print out a list, but it doesn't number them, unfortunately

>> No.2491880

plasma/chaingun/shotgun best weapons.
chaingun on permaspin + tapping fire is highly potent and conserves ammo.
double shotgun seems too weak/slow, so I stick with shotgun.
grenades are fun.
unloading useful, can put magazine in rifle to snipe something then use remainder for chaingun.

>> No.2491885

idclevxx (xx = map number)

>> No.2491886

Wasn't doom 64's graphics designed to be filtered though?

Could've sworn the original N64 game had filters.

>> No.2491887

His Rocket Launcher does do damage to him in chex 1, but not in Chex 3 so that may be where his confusion lies. Though,
Is the only right answer.

>> No.2491890

>Evilution is eeeeehhhhhhhhhhhhh...

It is miles better than Doom 2.

>> No.2491896


Usually I'd choose UV if the gameplay is similar to the iwads, or HR/AV.

HMP, if its closer to Sunder gameplay (provided difficulty settings are implemented). HR2 aswell, since I find some maps are painfully tedious on UV.

>> No.2491934

Wasn't one of the map makers for Master Levels a woman? I think she was a co-maker of one of the Thy Flesh Consumed maps as well.

>> No.2491946
File: 2.77 MB, 320x240, PAINSHOP.webm [View same] [iqdb] [saucenao] [google] [report]

FDA: http://temp-host.com/download.php?file=ym00zw

no engine/complevel stated but it appears not to use anything outside of vanilla, and doom2 complevel worked.

very, very tight on ammo. despite playing as conservatively as warranted by a first attempt, i ran out completely, twice. then there's a ton in the final couple of rooms which you don't particularly need.

architecture is okay, seems a bit messy but it does the job. some of the tunnels are excessively thin, there is a hellknight that seems to want to go round a corner but it can't, similarly the tunnel to the exit.

dark grey sky texture + castle bricks is very reminiscent of Requiem.

there are three copies of the music, two named D_E2M4 and a third D_RUNNIN which is inside PP_START/PP_END.

>> No.2491953

Not to mention that Project Brutality "borrowed" stuff from Mike, WW, Pillowblaster and Doom Nukem without providing credit, fully following mark's legacy of stealing.

Overall, I find PB better than regular BD20 though.

>> No.2491960

I'd agree if it didn't stutter every 5 seconds.

>> No.2491984

Is there anything you would have changed in the original Doom and Doom 2?

>Lost Souls have half their health but attack more
>Revenants always fire tracking missiles
>Cyberdemon and Spidermastermind were switched as boss battles
>pistol fires faster
>Chaingun has a better sound, maybe like the enemy Chaingunner sound (SG)
>time travel to put the SSG in Doom
>make punching noiseless to enemies

>> No.2491995

Incomplete, abandoned and buggy, but https://www.youtube.com/watch?v=k57D9q8WJ74

>> No.2492005

>>Lost Souls have half their health but attack more
agreed, they are too robust

>>Revenants always fire tracking missiles
disagree, the randomness makes it interesting. however i wish it were *explicit* instead of the tic-based random by accident we got, which requires excess complexity to maintain sync.

>>Cyberdemon and Spidermastermind were switched as boss battles
either that or beef up the spider

>>pistol fires faster
tricky one to balance. in my view it's the other way round - if a map forces you to use the pistol for more than a couple of enemies its design is broken.

>>Chaingun has a better sound, maybe like the enemy Chaingunner sound (SG)
agreed it needs a better sound, but not the SG sound as it would become painfully obvious your chaingun fires faster than the monsters'.

>>time travel to put the SSG in Doom
no, this would be utterly overbalancing

>>make punching noiseless to enemies
good idea.

i would add "lost souls and pain elementals are considered the same species, do not infight", "lost souls don't get stuck in flight when shot, or forget their targets" and "archviles can't resurrect things through walls"

>> No.2492024

They take bullets and rockets to the face same as anything else though.

>> No.2492031


Having watched that Doom 64 footage I would have liked the weapon sounds from there at least. Don't wanna lose the iconic stock door sounds.

>> No.2492046 [SPOILER] 
File: 54 KB, 517x130, 1435132559569.png [View same] [iqdb] [saucenao] [google] [report]

Dimmu Borgir

(Pic related) those eyes seem familiar...

>> No.2492054

>Cyberdemon would fire two rockets at where the player is then fire a rocket where the player is going to be
>Allow Arachnotrons to fire and move at the same time
>Pain Elementals can now be attacked if their lost soul hits another enemy
>Pinky demon is now faster than arch vile and can now jump
>Redesign some doom 2 levels because of general issues with level design and monster redesign

>> No.2492064

Does anyone have Comfy Doom uploaded to a place that isn't dropbox?

>> No.2492095
File: 183 KB, 800x600, Screenshot_Doom_20150624_032131.png [View same] [iqdb] [saucenao] [google] [report]

On this corner, the devil known as the one who will fill your life with spam and fireblasts. The Black imp

>> No.2492097
File: 219 KB, 800x600, Screenshot_Doom_20150624_032134.png [View same] [iqdb] [saucenao] [google] [report]

And on this corner, the mother of cacos who zaps up anything on her path. Black Cacodemon!

>> No.2492102
File: 214 KB, 800x600, Screenshot_Doom_20150624_031918.png [View same] [iqdb] [saucenao] [google] [report]

uhh whoops, wrong snapshot

>> No.2492103
File: 205 KB, 800x600, Screenshot_Doom_20150624_031855.png [View same] [iqdb] [saucenao] [google] [report]

They are bombing each other with whatever they have

>> No.2492104
File: 354 KB, 1024x1575, one_man.jpg [View same] [iqdb] [saucenao] [google] [report]

>Lost Souls have half their health but attack more
>Cyberdemon would fire two rockets at where the player is then fire a rocket where the player is going to be
Doom 64 did that.

>Revenants always fire tracking missiles
PSX Doom did that.

>pistol fires faster
I think several console ports did that.

I wonder if it'd be possible to make cyberdemons lead the target in zdoom. I'd try to make a sort of Doom64-in-Doom2 enemy/weapon replacement that keeps Doom 2's aesthetic but modifies all the monsters and weapons to 64's stats. Twin-shot arachnotrons/PEs and sped-up chainguns are cool.

>> No.2492106
File: 222 KB, 800x600, Screenshot_Doom_20150624_032015.png [View same] [iqdb] [saucenao] [google] [report]

OH GOD, HE IS BACK. Its the Black HellKnight known as T-800 Baron

>> No.2492108
File: 190 KB, 800x600, Screenshot_Doom_20150624_032025.png [View same] [iqdb] [saucenao] [google] [report]

And oh god he is attacking the BlackImp

>> No.2492109
File: 199 KB, 800x600, Screenshot_Doom_20150624_032036.png [View same] [iqdb] [saucenao] [google] [report]

BlackImp got blacked out of the ring.

>> No.2492112
File: 227 KB, 1280x768, gzdoom 2014-03-13 20-52-48-790.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2492115
File: 208 KB, 800x600, Screenshot_Doom_20150624_032754.png [View same] [iqdb] [saucenao] [google] [report]

But wait, Black Caco now wants to fight the BlackHK, this is going to be good

>> No.2492120
File: 210 KB, 800x600, Screenshot_Doom_20150624_032903.png [View same] [iqdb] [saucenao] [google] [report]

Pew pew for the cacos

>> No.2492124
File: 202 KB, 800x600, Screenshot_Doom_20150624_032907.png [View same] [iqdb] [saucenao] [google] [report]

And the black caco is dead, winner is Black HellKnight!

And then he kills me.

>> No.2492127

For those asking, the mapset is VaeVictus-Map01 [jesus christ, 3 black enemies on map01?!] with colorful hell and OMGWPNS

>> No.2492128

I know for a fact that the vanilla-colored (not "vanilla" colored) cyberdemon in colorfulhell lead target

>> No.2492139

are there any creepy wads?

>> No.2492151

>Is there anything you would have changed in the original Doom and Doom 2?

A lot of things
-Zombiemen fire random bursts between 1-3 shots (5 if UV), also bayonet melee attack
-Shotgunners have faster reaction time and are more accurate at close range. In UV, they deal the actual damage from the shotgun so they are more dangerous
-Chaingunners are pretty much the same, just give them more health on UV
-Imp's fireballs move 15% faster, 20% faster if UV
-Pinkies run faster but not as fast as -fastmonsters. -Fastmonsters doesn't make them run any faster
-Lost souls are like their Doom64 cousins
-Cacodemon can shoot faster
-Pain Elemental has a melee attack so he no longer gets griefed
-Hell Knight is a beefed up imp, meaning he moves faster and throws their fireballs faster than them
-Baron of Hell has blastradius defense which would make him hold at least 12 rockets in the face. Also throws more fireballs (Burst of 3, a really fast 1 and a spread of 4). In E1M8, if one of the 2 Baron dies, the other gets harder (more health and strength)
-Revenant can fire 2 fireballs.
-Arachnotron has plasma resistence and enough health to hold 4 rockets in the face
-Mancubus has blast radius resistence (not as good as Cyberdemon's though.) and has more random patterns.
-Arch-vile can revive Pain elementals and Lost souls on UV. On Nightmare, he revives bosses.
-Cyberdemon can predict the player's movement and shoot a rocket where he is strafing at and he also has a melee attack where he kicks you. In UV, he fires in bursts of 5 missiles
-Spider Mastermind is invulnerable against BFG-Tracers and has that scrapped psychic attack. Non-UV modes make it just resist BFG-Tracers so he can hold at least 5 BFG blasts on the face.
Icon of Sin needs more health.

And as for weapons, Pistol can be tap-fired, shotgun has a very slightly faster pump speed and chaingun has Doom64 speed

>> No.2492171

>zombiemen snap-fire in tracking 5-round bursts
>shotgunners snap-fire and are 100% accurate at point-blank range, also deal damage equivalent to SSG
>chaingunners can fire and move
>cacodemons fire homing shots with AOE; have twice as much health
>Demons have twice as much health, are faster and deal twice as much damage
>Lost Souls move a lot more erratically and are unaffected by shotguns
>Arachnotrons fire and move and deal double damage
>Revenants fire clusters of 4 homing missiles and move twice as fast
>Archviles don't require direct line of sight
>reduce player speed by 50%
>Cyberdemon fires homing rockets; immune to bullets
>Mastermind can teleport and use Archvile attack; reacts faster; no pain chance
>remove chainsaw
>remove berserk pack
>reduce punch power by 50%; also punching enemies harms player
>reduce pistol firing speed; add random misfire chance
>increase shotgun cycle time, make it fire only two pellets
>remove SSG
>replace chaingun with rifle that fires in three-round bursts and needs to be reloaded
>reduce plasma gun fire rate to pistol fire rate
>lower rocket launcher fire rate; reduce damage; remove splash damage
>remove BFG

>> No.2492179

>reduce pistol firing speed; add random misfire chance
>reduce plasma gun fire rate to pistol fire rate

So, reduce the plasma's fire rate to the current pistol's fire rate, or your proposed slower pistol's fire rate?
Just asking for clarification.

>> No.2492185

This doesn't sound fun at all

>> No.2492189

these all sound fucking terrible

>> No.2492191
File: 744 KB, 1024x755, DooM 64 Hall.png [View same] [iqdb] [saucenao] [google] [report]

DooM 64 spookiest doom.

This fucking ambient soundtrack is killing me.

I swear DooM 64 is the spookiest DooM hands down.

>> No.2492204

This. TNT's E1 and E2 were more consistently enjoyable for me. And while E3 is hit and miss, its good maps are far more enoyable than any of doom 2's good E3 maps.

>> No.2492207

Agree with all except silent punch and revenant missiles.
I would like better weapon sprites and sounds. I particuluarly dislike PG. The D64 ones would be good. Enemy sprites could be fun to change too. The D64 pinky looks better than vanilla's, imo.
I'd rebalance pistol starts somehow.
I would reduce enemy hp. Cacos should die in like 3 shotgun shots. Pinkies should die in 2. Fatsos always die on 3 rockets/ssg. BoH could stay the same I think.
Speaking of which, differentiate BoH and HK more.
Remake most of D2 levels. Fucking city maps man.
Add more truly optional paths, instead of just keyhunts like some levels have.
The powerup tints. I would make them more subtle or outright replace them with something else.

That's it for me I think. Maybe I'm forgetting something.

>> No.2492269
File: 587 KB, 1366x768, Screenshot_Doom_20150624_131416.png [View same] [iqdb] [saucenao] [google] [report]

I'm playing Assault on Tei Tenga on latest GZdoom.

Am I suppose to walk on this? I fall in. I shut down the nuclear reactor but not sure what to do next.

>> No.2492335
File: 233 KB, 1280x960, on the internet, no one knows you're a skeleton.png [View same] [iqdb] [saucenao] [google] [report]


Gee I wonder who's behind this post

>> No.2492371

>>time travel to put the SSG in Doom

No. It shoots 20 pellets, each dealing 5-15 damage (up to 300 damage total in a single shot). Most Doom 1 monsters have less than 200 hp. Now take into account that most monster encounters in Doom 1 are fairly small. It would just trivialise the game.

The very reason Doom 2 added it in, is because the majority of the new monsters had 400 hp or higher, and the maps had larger encounters.

>> No.2492376

>up to 300 damage total in a single shot.

Actually, with Vanilla's RNG system, its no higher than 225 damage from a single shot. Point still stands, though.

>> No.2492458

>Wasn't doom 64's graphics designed to be filtered though?
>Could've sworn the original N64 game had filters.
Yeah it did, but I'm 99% sure I would have preferred it without them. I really dislike filtering for low-res sprites overall.

>> No.2492463

>Allow Arachnotrons to fire and move at the same time
Yessss I've been thinking a lot about how much that'd fit.

>> No.2492472


too bad that not even the most advanced sourceport can make a believable walking+firing effect

>> No.2492509

It wouldn't be too hard I think. You could make a dummy actor that warps along with the spider and inherits it's target. The spider would have 0 frame length calls to the dummy actor in it's chase state instead of firing from it's missile state.

>> No.2492517

>Remake most of D2 levels. Fucking city maps man.
I'm definitely on board with this one. If anything pissed me off about Doom 2 it was the clusterfuck that was citymaps.

>> No.2492538

So I'm working on a really long map in zDoom, and certain points have the player teleport between different areas- I did it that way so it's essentially like 3 different levels, but the player can backtrack and search for supplies etc.

What would be cool is if there's a way to trigger an autosave the first time a player steps through each teleport, so it's kind of like a checkpoint. Is there any way to do this?

>> No.2492604
File: 1.70 MB, 370x272, george_costanza_squinting_seinfeld.gif [View same] [iqdb] [saucenao] [google] [report]

Anyone know where I can get a Seinfeld soundfont?
Don't ask why, this is just very important.

>> No.2492619

the only good things about it are the options and the new marines, everything else is unneeded or worse

>> No.2492623

Don't forget the gimmick maps like Gotcha!. Doom 2 may have had the better monsters and such, but Doom 1 trumps it in belivable level design. The more colorful levels also helped quite a bit. So much brown in D2.

>> No.2492634

I wanted to play Doom 64 EX but I ran this scan and now I'm too scared to run it http://virusscan.jotti.org/en/scanresult/138bad28d37eb8418ef56b6224bbd0b494ea4b64/9e5f5b94cd5d73841585f1910b063d3605eff11c

has anyone else played it that can calm my paranoia?

>> No.2492647

I wish there was a way to manually adjust the HUD's scale in ZDoom. Is this something that has been talked about before by the dev(s)?

>> No.2492649

It works just fine, I DL'd it straight from the official page and no alerts at all.

>> No.2492673

Are there any fun, secret-packed HQ-wads that are worth checking out? I've already tried out FSR, MAGHQ, SMMP and Gosimer's Secret Base.

>> No.2492704
File: 14 KB, 230x182, ghj.png [View same] [iqdb] [saucenao] [google] [report]

Thanks bro.

>> No.2492717

script n (void)
Not hard at all.

>> No.2492765

TKHQA2, Is a pretty fun one to explore. And Gosimer is like the king of explorable base like maps, like Gosimer's Secret Hotel, and Gosimer's Big Boat for example. Other then that, just download some random HQ's and see what you'll find.

Speaking of, is there any reliable site where you can find a good collection of HQ maps? all I know of is bestever, but that is mostly incidental.

spoilered for being only partley relevant. I'm currently working on a HQ style map as a secret level for dikzak, trying to give it that completely abbandoned feel you get when exploring most of these HQ wads. It will have a fuckton of hidden rooms, and explorers will be rewarded with lots of ammo and megapheres

>> No.2492778

Or "barrels o' fun", which was anything but that

I agree Doom 2 had way too much brown and not enough color. Doom had blues, greens, tans, grey, etc. Doom always had this feeling of progression as you go from Phobos to Deimos, as reality became more twisted and hellish. Hell itself capped it all off.

But in Doom 2 it jumps around so much that it feels like they made an RNG of level assets and pressed "enter" to make the maps. They're just a mess.

>> No.2492792 [DELETED] 

doom 4 looks like shit.

shit enemies, shit animations, shit environment, shit crates littered around, shit gore effect (brutal doom is a million time better), SHIT SOUNDS and enemy sounds, not enough enemy density.... jesus christ how disappointing.....

>> No.2492802
File: 27 KB, 990x490, MrHands.png [View same] [iqdb] [saucenao] [google] [report]

Speaking of:
Reposting some enemy sprites

One is just shading (no color) the other is colored. They're 3D renders. Need a little clean up.

I'll probably post them on the zDoom spriting carnival, but I like you guys more ;-)

>> No.2492804

Oh, and no death animation (that's something that should be done by hand)

>> No.2492806 [DELETED] 

more blood, fatalities, iron sights like in call of duty, being able to flip demons off

>> No.2492813

Oh shit. There's more of him? I'll check these out, and hopefully not get trapped into earrape/Ghoul rooms

Now for your project, I'm going to give it ten impheads out of ten if you include hidden characters that you can interact with, that perhaps give you a hint towards another secret. I love HQ stuff, so I wish you good luck on that stuff.

>> No.2492820

oh hi /v/. i know your adjective vocabulary has no words other than "GOAT" and "shit" but please stop posting.

>> No.2492823

Mark pls

plenty of games before cod had ADS you shitposting faggot

>> No.2492826

I could upload them to mediafire for you if you want. It saves you the search!

Also, I'm planning on making rooms for big names in the doom community, both in the good way and the bad way, but I'll let you guys know about that once I actually reach that part of the mapping progress

>> No.2492834

You have to be a bit patient though. My upload speed a shit.

>> No.2492852

Good and BAD names, huh? I wonder how far those names will go back in timeline. I would probably not know most of them, as I barely mingle with the community myself. I used to back when Carn was around, and when we had dickheads like John O around.

I can fix the search though, I appreciate the offer though.

>> No.2492863

Shit I forgot to say - I tried launching it with Zandronum 2.0, Doom 2 IWAD and it took about 4 minutes until the HQ loaded for me, and when I sit there and wonder why the hell it takes such a time to load - I get the checkerboard answer. There's errors EVERYWHERE.


>> No.2492864 [DELETED] 

excuse me what's your problem? I haven't been on either /v/ or /vr/ in a while, what are the hall monitor rules here? Are you disagreeing with me on doom 4 being shit or my use of vocabulary?

>> No.2492876 [DELETED] 

mainly the former but he pretends it's the latter. he's a butthurt neo /v/ doombaby that actually thought doom 4 looked good.

>> No.2492894

>projecting this much

>> No.2492897

Did you load it alongside with the skulltag_actors and skulltag_data pk3's? Cause it uses most of the resources in those files to run properly. Hell, I can't even get it to boot to the menu without those two.
But just in case you did, here's a download link to one that I have, and know that works:

>> No.2492907

Damn, I forgot about the ST resources. Thanks for the heads-up, it's working now!

>> No.2492942 [DELETED] 

>doesn't know what projecting means
at least understand the buzzwords you spout kiddo

>> No.2492970
File: 14 KB, 312x318, 1429231455129.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2492976

I know that feeling. E1 was all tech with the tinest smidge of hellish design, E2 was tech and hell parts mashed, and E3 was pretty much full Hell the entire way. White, brown, red, and even blue with the crazy Mt Erebus textures.

It's one of the reasons i can't really get into Doom 2 the way id did it. Emulating Doom 2's haphazard and dull style honestly sounds more like a bad limit.

Speaking of which, are there any Doom 2 megawads or levelsets that follow Doom 1 progression and style and arent unimaginably dull looking?

>> No.2492995


I'm still having a hard time realizing that Doomguy has his left arm wrapped around Duke

>> No.2493049

What's that older WAD where Doomguy wears sunglasses and smoking heals you? That's all I remember from it. Gave me a bunch of hues back in the day.

>> No.2493084

I like ADS when it makes sense.
Like in AtM, only the rifle and shotgun has ADS, and it really only benefits you noticeably with the rifle.

>> No.2493105

Doom 1 have Doom 2 monsters.
Doom 2 have Doom 1 Romero/Tom quality level design.

>> No.2493107

>ADS on a shotgun
>magically reduces pellet spread
the dumbest shit i swear

>> No.2493108
File: 321 KB, 1026x575, DooM 64 Red Door.png [View same] [iqdb] [saucenao] [google] [report]

I wish I had streaming equipment. I'd love to take you guys with my on my first experience with DooM 64.

I need someone to be spooked with ;_;

>> No.2493120

Grenade sprites can be done better, those sprites are years old. And I didn't like the Shotgun's strap.
Didn't tried v20 indepth yet, but looking from the feedback people tend to think v19 as a more solid version than v20.

>> No.2493139

>Doom 1 have Doom 2 monsters
PSX Doom already did this, granted the layout of some maps were altered (Pandemonium)

>> No.2493140

It actually doesn't do that in AtM, so it really doesn't change anything unless you want the slower mouse speed to carefully put your reticle on something a bit farther away.
Spread don't change, so for regular shotgun usage (90% of the time), you don't need it.

>> No.2493143

Good thing it didn't have skelingtons, otherwise it would have been weapons-grade spooky.

>> No.2493164
File: 1.08 MB, 1200x871, whelp.png [View same] [iqdb] [saucenao] [google] [report]

Any news on the Berserk wad?

>> No.2493194

>Put SSG in a mid-late level of Doom2 in a secret for the first time. Like level 11 or 12, not level 2 straight away. That thing overshines everything in the game
>Put BFG in a mid-late level of Doom2, like level10, not level8.
>Put Plasma Gun in an earlier level than level 5 like level3 to be used instead of SSG
>Add 2 Arch-Viles as a boss battle in Doom1 in E3M8, then you go E4M8 and kill Mastermind, seems fair.

>> No.2493245

There is a v20b test already, and it removed the shotgun strap. There's a changelog inside the zip.


>> No.2493273

Anyone have any idea why this could be happening?

Playing DoomRPG + Arsenal and I seem to be unable to drop my weapon, in fact its entry in customize controls is "unused" when I load with Arsenal, even doing weapdrop from the console doesn't work. However when I load just DoomRPG I am able to use the drop weapon function, and tried searching around but couldn't seem to find much.

>> No.2493280

Quick, name your top 5 DooM II maps
1. The Citidel
2. Monster Condo
3. Tricks n' Traps
4. The Courtyard
5. Wolfenstein

>> No.2493283

>Improved Chainsaw
>Still looks like floppy dicks
>Swings it at Mach Speed like a fucking retard
I'm seriously doubting Mark ACTUALLY listens to us. We said we wanted a chainsaw that thrusts forwards again.

>> No.2493285
File: 93 KB, 532x353, 1421618186367.jpg [View same] [iqdb] [saucenao] [google] [report]

>Tricks n' Traps
Literally why

>> No.2493289


Stop posting this every topic.

>> No.2493291
File: 78 KB, 640x960, 1388824946995.jpg [View same] [iqdb] [saucenao] [google] [report]

This is the first time in months I've been here

>> No.2493294

>dirty sky
>area 51

>> No.2493298

>improved chainsaw
>still no bfg fix for classic player
>classic weapons still behave nothing like classic
endless keks

>> No.2493312


Unless my memory is slipping, there has been no news in the past few months other than a confirmation that they're still working on it.

>> No.2493314

Oh well, thanks anyway

>> No.2493359
File: 6 KB, 243x324, unnamed.jpg [View same] [iqdb] [saucenao] [google] [report]

Don't wanna blog post for real, but just wanted to say I'm gonna be working on Tabula Duo soon; the sequel to Tabula Rasa. Been away for classes and stuff, but some of that stuff happened to be a basic programming class. After taking another look at ACS, I feel like I'll be able to pull off a lot of the things I couldn't put into Tabula Rasa. Plus, my mapping skills are decent now, so with some good work this should all come together.

I've already got LORE and some stuff planned out, some maps drawn up, and next I'll start putting together some code for cool little additions to the next wad. I've got a good feeling about this one, but yeah, dueces guys.

>> No.2493364


Looking forward to it.

>> No.2493382

Open console and type "give HasClassicSaw". There is a Vanilla-styled chainsaw for modern player, but I just didn't completely implemented it yet.

>fix for classic player
Yes, it's fixed. Shut up.

>> No.2493384
File: 6 KB, 469x436, Iron_Lich_ver_2.png [View same] [iqdb] [saucenao] [google] [report]

Hey all, new here. I just beat Plutonia 2 and DTWID (on UV of course). Looking for pretty much more of the same. Don't mind the level of difficulty but I really just want levels that are fun.

>> No.2493390

If you want a challenge, Sunlust is a recent megawad with a whole bunch of different themes. UV is apparently slaughter level on a few maps.

>> No.2493395

New to this thread or new to Doom mods?
Either way, I've been having a shitload of fun with Going Down and Back To Saturn X so I'd recommend those if you haven't tried them already.

>> No.2493401
File: 30 KB, 515x310, 1409809600833.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2493416
File: 132 KB, 640x480, Skjermbilde 2015-06-25 00.21.03.png [View same] [iqdb] [saucenao] [google] [report]

What should I use for this not to happen, using GZDoom at the moment.

>> No.2493420

Anyone know where I can download all those Doom comics that one guy made?

>> No.2493423

Like the one where Doom Guy Telefrags a Cyberdemon? I want that one specifically.

>> No.2493424
File: 142 KB, 613x3180, 2009-12-25-telefrag.png [View same] [iqdb] [saucenao] [google] [report]



I miss Doombro

>> No.2493432



Zandronum 2.1 is released. A maintenance build mostly, fixing bugs and patching things, but progress is progress nonetheless.

>> No.2493434
File: 35 KB, 385x500, 1432759843845.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2493445


a blue BFG would be cool though

>> No.2493459

>Fixed: Players were kicked for excessive movement commands instead of simply ignoring the excessive commands. [Torr Samaho]
>Fixed: clients were not informed of some actor flag modifications with A_ChangeFlag. [Edward-san]
>Fixed: clients lost some actor flag modifications done in a previous map after a changemap map change. [Edward-san]


>> No.2493474

Yeah, those ones.

Sir, you are a scholar and a gentlemen, and you are my nigga.

>> No.2493494

Nigga this isn't Plasma rifles, this is the BFG we're talking about.

>> No.2493543

I googled but can't find shit. Where do I get this?

>> No.2493546 [SPOILER] 
File: 389 KB, 800x600, 1435188848882.png [View same] [iqdb] [saucenao] [google] [report]

Shut Up And Bleed adds a lot of challenge (though maybe not in the best of ways).

I figure it'd fit well with Unloved, which is kind of a spooky mapset.

Going Down is rather challenging. Seen here with Shut Up And Bleed, here's where I fought a bunch of monsters in an arenaaaaAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA-

>> No.2493557

Unloved is definitely worth a try. It has some sections that are way too narrow and claustrophobic to give a player the chance of survival. Like that hallway with statue-like zombies or whatever.

>> No.2493562 [DELETED] 
File: 75 KB, 516x484, NX0cjyP.png [View same] [iqdb] [saucenao] [google] [report]

Mark, why you continue to post here when you are so genuinely un-liked is utterly baffling to me. Seriously, go peddle your shit elsewhere where someone actually gives a fuck

>> No.2493564

Where is the newest version of SUAB anyway? The Zdoom post has a download that seems to be older than the one I already have.

>> No.2493565
File: 47 KB, 418x470, stock-photo-sad-boy-depressed-teenager-at-home-problems-at-family-95819308.jpg [View same] [iqdb] [saucenao] [google] [report]

I've been using BassMIDI synth for Doom for a while, and it's been great. It works flawlessly with ZDoom, Eternity, etc, but for some reason, the music volume in Chocolate Doom is unbearably low when I use it, and it won't change with the in-game slider.
I've even maxed out the slider on the BassMIDI settings themselves, but it's still too quiet.
Any idea on what I need to do to crank the music up higher?

>> No.2493571 [DELETED] 

The Zandro forums has a more updated version of SUAB.. A new version will come when motivation to mod for it is higher.

>> No.2493576

And the download on that page is down. What do I do?

>> No.2493580
File: 869 KB, 480x270, endlesspain.gif [View same] [iqdb] [saucenao] [google] [report]

>Loading up BD for first time in a while just for the hell of it
>Whip out chainsaw
>Cutting through some enemies
>Accidentally touch chainsaw to the wall
Holy shit why is that sound so loud?

>> No.2493581

The Zandro forums has a more updated version of SUAB. Currently my motivation to work on it is rather low, I'll get back to it eventually

(Sorry for deleting my post, I derp'd while typing it up.)

As far as "What do I do" is concerned, have this: https://www.dropbox.com/s/kegibottowtxdwu/SUAB-ZDV0.2c.pk3?dl=0

>> No.2493589

Do the cheats not work in Doom Touch or something? I wanna show a friend a level in Alien Vendetta but I really don't want to play through to get there.

>> No.2493605
File: 100 KB, 250x250, Doom Guy Towel.png [View same] [iqdb] [saucenao] [google] [report]

I'm not gonna lie, i'm digging DooM64's atmosphere. It's actually genuinely tense and creepy at times.

DooM 1 to 2 just never gave me that feeling and I feel the music contributed to that, DooM64's ambient nearly silent tracks give a big shift in atmosphere. The new updated sprites lighting and other things just make the entire game one fucking macabre adventure.

It's funny really, this is one of the few cases where the console version is more advanced than the PC version.

It's made even funnier that the scariest version of DooM was released on the fucking nintendo64, a console largely for kids. Isn't that fucking ironic.

>> No.2493610
File: 340 KB, 800x600, Screenshot_Doom_20150105_215602.png [View same] [iqdb] [saucenao] [google] [report]


Sorry that one monster just makes me shit my pants.

Say, did you ever put in that SKS?

>> No.2493624

Actually some threads ago i aked about the Berserk wad and autor posted some fancy sprites about the Dragon Slayer and the repeating crossbow

>> No.2493628

Hey /doom/ some tips on how to start spriting and general DECORATE?

>> No.2493634
File: 47 KB, 536x471, Doom+guy+gets+lucky+made+quite+some+time+ago+doom+guy_88289d_4594105.jpg [View same] [iqdb] [saucenao] [google] [report]

Does anyone know of some good modifications for chex quest? Don't care if they are incredibly gameplay altering or if they are minor cosmetic changes like Smooth or Beautiful Doom.

>> No.2493639

Nope, I'm not really a fan of it to be honest.

>> No.2493679

ChexPack adds new stuff, Samsara has some silly effects when you don't use ChexWarrior and uhhh that's it. Nobody mods for Chex

>> No.2493704

Oh, well that's a shame.
I definitively think some sort of rifle you can shoot fast and holds a decent number of bullets would be neat.

>> No.2493708

Samsara adds some alterations to Chex Warrior's aresenal, including a Super Shotgun replacement, and Defense-Oriented BFG.

>> No.2493720 [DELETED] 
File: 167 KB, 607x428, 1426744549252.png [View same] [iqdb] [saucenao] [google] [report]

>>"Wanna fugg my butt? :DDDDD"
That's not a girl. That's just some fat guy with a neckbeard pretending to be a girl.

>> No.2493725

play Hideous Destructor

>> No.2493731 [DELETED] 


I'm pretty sure that's why he said "Then something is wrong"

>> No.2493739

Does basically everyone use (GZ)Doom Builder, or are there any other good map editors I should try out?

>> No.2493740

What are some cool retro FPS besides Doom and Quake?

played some quake 3 lately and i feel kinda spoiled

>> No.2493742

What's the music for Unloved's normal house?

>> No.2493749
File: 903 KB, 300x200, 1428343667283.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.2493760

This is true, although it would be overlapping with the crossbow (which is good now, honestly!)

>> No.2493761

Check this thread >>2486295

>> No.2493765

I know that feel, the guy that did the sound/music for Doom 64/PSX is amazing

>> No.2493768 [DELETED] 

>Sergeant_Mark browses our general.

I genuinely wasn't aware, you'd figure he'd stay as far away as possible since he can't stand any criticisms towards his work.

I guess all those deleted posts about DooM 4 bashing make sense now, it was probably mark being a faggot.

>> No.2493775

He's banned everywhere else. That's seriously the only reason he comes here.

>> No.2493783
File: 107 KB, 650x506, Ainsley Harriott.jpg [View same] [iqdb] [saucenao] [google] [report]

>he's banned everywhere else.
>He's banned everywhere else.
>He's Banned Everywhere Else

And nothing of value was lost

>> No.2493786

He's not banned on doomworld

>> No.2493790 [DELETED] 
File: 967 KB, 245x245, [Turbo Autism 2x].gif [View same] [iqdb] [saucenao] [google] [report]

I'll level with everyone for a moment.

Brutal DooM itself isn't that bad.

It's a decent mod, I play it sometimes. Work was put into it, effort was made.

It's Mark himself as a person I hate, not his mod.

Seriously he's such a self-righteous prick.

>> No.2493798 [DELETED] 

Why do you think he's banned from nearly every DooM forum?
He has a furious temper and lashes out FREQUENTLY at any kind of criticism that sounds even slightly aggressive.

>> No.2493815

So, Apparently Joe Ilya is losered on Doomworld, once again.

>> No.2493817

Trip blocking advice still is valid.

No, it isn't me. I have better things to do than ranting about videogames on a 4chan's board.

>> No.2493823


Everything that works in Chocolate/prboom+/gzdoom works in Doom Touch when you use the corresponding port. You can either use a command line, or a console command, or a simple keyboard cheat (keyboard button is in the upper center of the screen by default) whatever you wish.

>> No.2493830


Yes, Mark's a self-righteous cock, we all know. Samefagging isn't going to make you any better.

>> No.2493843



>> No.2493846 [DELETED] 
File: 87 KB, 1361x516, Samefag deconfirmed.png [View same] [iqdb] [saucenao] [google] [report]

>He doesn't spell "DooM" correctly
>Implying any of those other posts are me.

Try again, maybe you'll even get your hand on a straw if you try hard enough.

>> No.2493860
File: 469 KB, 1920x1080, DOOM.png [View same] [iqdb] [saucenao] [google] [report]

Is there anything sort of like zdaemon but not ded? A community where people play multiplayer often? Coop or DM doesn't matter at all.

I need it

>> No.2493861

>He doesn't spell "DooM" correctly
It's spelled with a D, two Os, and an M. RaNdOmLy CaPiTaLiZiNg different letters is fucking retarded, not to mention isn't the official name.

>> No.2493865

Zandronum, though there's been an update so you might have a bit of trouble getting to servers because they haven't updated yet.

>> No.2493869
File: 771 KB, 1279x854, gmota_wtf.png [View same] [iqdb] [saucenao] [google] [report]

(sorry about texture filtering.)


I have played through the entirety of scythe 2 using version 0.9.9. It was gloriously fun. Here are some comments:

* I did not use the sword throw or most blaster (weapon 2) functions at all, since I wanted to maximize hand-to-hand gameplay.

* That said, as levels got more difficult, I started relying on the hammer subweapon and also the powered up weapon 2 subweapon/submode that spams tons of little red balls.

* By far the hardest moment was map 28, when a bunch of the pain elementals were released. Such a vast quantity of these guys makes the section almost unplayable, I had to save it right before this segment and repeat it a few times, feeling like a huge loser.

* Incidentally the hardest enemy was the red flying barons (not part of GMOTA, but perhaps still an interesting point). Their damage output is high, their attacks are fast (strafe-killing cyberdemon with sword is much easier), and my insistence upon hand-to-hand weapons ... was problematic.

* I like that the hammer subweapon has a close range mode. I'd alternate close attacks between sword and hammer based on the situation.

* The powered-up hammer subweapon (particular when thrown, tranforming into the massive hammer) is one of the most satisfying things I've experienced in a video game.

* My favorite strategy is still to grapple things close and use them as living shields. The momentary grapple stun makes this possible.

GMOTA is awesome and I love you.

>> No.2493871

right on, are there a decent amount of people on it?

>> No.2493876

Playing it right now, the main problem with it is that most servers use gameplay mods, so if those aren't your thing you're screwed.

>> No.2493882


I'm glad you're enjoying it so much, in the future when faced with a shitload of slimes, I suggest using huge splash damage weapons to at least ground them, seeing as you had the hammer and cluster missile, you have the gear to handle those little bastards with ease.

Don't be afraid to throw your sword though, it's easy to get it back and the homing function shreds through weak crowds.

>> No.2493884

was hoping for some vanilla, but beggars can't be choosers.

>> No.2493893
File: 488 KB, 500x288, tumblr_mlm9n7ewrA1s4pxt5o2_r1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Hopefully a mod will someday have sense enough to ban him from /vr/

Brutal Doom itself isn't the issue, it's for the most part okay. Mark however has his head so far up his own ass that he can literally slurp his own sperm while he jacks off to his "greatness"

And you know what Mark, the fact that you think that you influenced the direction of Doom 4 just goes to show how much of an egotistical shit stain you are the community. I hope you're not as pathetic afk as you are online because then I'd actually have some small speck of pity for you

>> No.2493902
File: 96 KB, 250x250, hell_traveling_man_stops_the_slaughterfest_for_a_minute_to_think_about_where_does_all_this_leads.png [View same] [iqdb] [saucenao] [google] [report]

Hey Mark, if you're still here, good job for v20 and Project Brutality it amazes me the work you put in here, congratulations for such mod man, but here are and hot opinions and bugs:
-(don't know about PB) there is still that bug on dead burn corpses in which they got hitbox, but now if you kick them they explode, effectively removing the hitbox but leaving a damaging flame. I found it twice with former humans killed by monster infight.
-The hellfire missile launcher shots the proyectiles sometimes too upwards: they go in a +30º angle from the original target, don't know if if should work like this
-Every time I see a Spider Mastermind with walkable space (for her) she goes stuck and starts "dancing" without targeting me at all for 15 seconds or so. If she doesn't have walkable space she targets as usual.
-Grenades feel too powerful, like they have a bigger splash radius than rockets and seem to do slightly more damage. This and be obtainable only from backpacks are a mixed feel. Also, they seem to explode too quickly after pull out the pin.

Project Brutality
-If you akimbo you cannot use the mousewheel to change to the other guns
-The ammo HUD is a bit... overdone, like you cannot see the total shells or standard shotty couters but there is the 4/4 and 16/16 counters for sawed-off akimbo and combat shotgun respectively. This is using the "alternative" HUD option in GZDoom.
-(Don't know if it's a feature) I've seen twice mancubus attack themselves like former humans do

>> No.2493904

anyone else think that doom would be better without keycard hunting?

>> No.2493917

PB is not by Mark though
When asked to do similar thing (brutalizing some of Realm667 most popular stock) he said it would be too much effort.

>> No.2493920


Just pull up the keyboard on your touch controls. Shit works there and I've been playing Doom on the go (or in the toilet, not the best idea when you're in a really heated firefight).

As with the others though it depends on which port you're using. GZDoom has the best results for most of the time at least.

>> No.2493926

I never liked the crossbow.
Would you be interested in making a mutator that replaces the crossbow with a rifle of some sort?

>> No.2493927

Modern gamers thing that'd work, that's why modern shooters are linear!

Seriously, i can get that people get mad at switch/key hunting due to EternalWads, Hellbound and DBZone but come on man, keyhunting has always been a part of Doom and it should stay as a part of fan-made Doom wads.

>> No.2493930


>> No.2493931

Nope. Making another rifle would overlap with the rifle that's already in Suab.

>> No.2493937

I don't think I would care much but either letting you pick your sex (which would feel a bit out of place) or just straight up never mentioning it at all (doomguy/gal is you and al that) would be preferable to me.

>> No.2493939

Its fun watching joe-ilya shit on something. Always bites him in the ass.

>> No.2493954

No. Keys help encourage more intricate level designs.

>> No.2493958

I'll admit I'm not fond of it either since I'm more of a fan of the shooting than the exploring aspects of Doom and other early FPSes

>> No.2493959

does anyone know what BBMapPack.pk3 is and where to get it?

>> No.2493965

It was something related to Cutmanmike's Megaman 8-bit Deathmatch mod. I was going to tell you to google it, but I did myself before posting on the off-chance it really can't be found.

Unfortunately, no one else seems to know either.

It might be out there under a different name now.

>> No.2493971

I don't mind switch/key hunts as long as:

If it's a switch, it should be clear what it does. Running to another end of the maze-like map to see what changed isn't my definition of fun

If it's a key, the door should not be harder to find than said key, and the key itself should not be obscurely hidden, unless it's a secret key.

>> No.2494037

Thoughts on a quality-controlled community class mod?

>> No.2494041

as in us here on /vr/ making one, or one that already exists?

>> No.2494042

As in it just being a thing in general

>> No.2494074

Is there a way to find Quake 3 servers with actual people playing? everything i find is filled with bots.

>> No.2494075

most people seem to play cpma, and they organize games by irc

outside of that, your only hope is quake live

>> No.2494092

Why did they have to make executions that give your health back. WHY didn't they just make it so you pick up health packs

Why did they give the chainsaw mini cutscenes

why did they make the weapon select slow down time
These are things they didn't have to do, they could have just totally NOT did those things. WHAT THE FUCK WHY DID THEY DO THAT

>> No.2494096


To appeal to the broadest demographic possible: Casuals, normalfags, and consoletards.

>> No.2494108

>Why did they have to make executions that give your health back. WHY didn't they just make it so you pick up health packs
monsters drop health period, it's not just executions (though exec apparently do give you more) and we don't know how difficulty affects it
and you do pick up some packs though i don't remember what they were

chainsaw cutscenes are retarded, yes, people keep repeating that damage is "freeform" but i don't see any sources

weapon wheel slowdown is for consoles

imo there are more important things you could be complaining about

>> No.2494112

Man, they did doom for consoles and it was amazing n64 and psx doom, they didn't need that slow down shit.

what are the more important things i should be complaining about?

>> No.2494136

>Man, they did doom for consoles and it was amazing n64 and psx doom, they didn't need that slow down shit.
we had autoaim there
having y axis aiming makes things more complicated, or at least that's what i think their reasoning was
i didn't mind it too much, even thought it seemed nice when something leaped at him and he switched to ssg
hope in pc we have weapon binds tho

>> No.2494147

I want to do a fair review on Mark's mod, but I'm afraid of the backlash that would ensue after that. I liked this mod, but I'm not sure if you guys will like me for liking a good mod from an author just because of his attitude.

>> No.2494175

His attitude doesn't even seem to be that bad; the kneejerk negative reactions to his every appearance or mention seem downright deranged. Mild, moderate or positive responses are (predictably) labeled as being posted by Mark himself - which makes me suspicious that the negative reactions are actually a sockpuppet from an opposed source, though there is no actual evidence to support that.

Hating someone, fine; turning it into some sort of bizarre crusade speaks more about the crusader than the object of the venture.

Considering what does more damage to the thread, drama importation is the problem, not the person.

>> No.2494180

I played shitloads of Serious Sam on gamecube and then on PC several years later, it didn't feel slow at all on GCN, it was just as frantic as it was on PC. There is no reason to slow it down on consoles at all.

>> No.2494185

>I want to do a fair review on Mark's mod, but I'm afraid of the backlash that would ensue after that.

Why do you honestly think people would care? So some random person thinks Brutal Doom is fun to play.
So what?

I think Brutal Doom is shit and Mark is Cockgobbler Prime, but it doesn't really get my panties in a twist when someone says they enjoy it. Glad you liked it, bro. Welcome to Doom, we've got 21 years worth of mods. Want some more?
Do you honestly think either you or your opinion is so important that people will pounce all over you for daring to believe otherwise?

>> No.2494193

Serious Sam has it's audience and the developers always aimed for it.

Bethesda and Id want sales FIRST and they are reaching for as broad of a market as they can.

>> No.2494201
File: 108 KB, 442x650, 2b9.png [View same] [iqdb] [saucenao] [google] [report]

Yes, this is an opinion, but is it necessary to lash out against said opinions? This is why I rarely post here, the community can be just as awful as Mark himself.

>> No.2494202

i'll admit i haven't played a lot of serious sam but i remember the levels being rather flat
>There is no reason to slow it down on consoles at all.
that's a weird statement

>> No.2494207

>This is why I rarely post here
you rarely post anywhere, judging by the history of your trip

>> No.2494208

And? That's the best part of this site, no filter and anyone can say what they want.

>> No.2494209

>but is it necessary to lash out against said opinions?

I think you completely missed the point of what I was saying.

>> No.2494235
File: 2 KB, 101x140, SHOOGY DOOMY.png [View same] [iqdb] [saucenao] [google] [report]

You are browsing one of the eponymous anonymous image boards of the entire internet.
Of COURSE there's going to be a few people who'll shit on your opinion, since they can do it without repercussion. You're also just as likely to have some praise you and your tastes depending on either how well you word it, or how many memes you can cram into it and still make sense.

>> No.2494239

>The Civ calling someone else a childish asshole
Pot meets Kettle. "How black you are!" "Same to you sir!"

>> No.2494252 [DELETED] 

>This is why I rarely post here, the community can be just as awful as Mark himself.

>tripfag complaining about a community
Do yourself a favor mate

>> No.2494253 [DELETED] 

After googling your name, I can tell you that liking BD is the least of your problems.

>> No.2494258

I like Hideous Destructor, but I don't get much fun from playing it... is there a "Let's Play" or an archive of a stream of someone playing through a megawad or mapset with it?

>> No.2494269

Well I guess there's no point holding back my review.


Hello /vp/! My name is General Delphox and this is my review on Sergeant_Mark_IV's Brutal Doom v20. Here's the ups and downs of my review.

Gameplay: 9/10
It's as the name itself, it's brutal and it doesn't fuck around. The "modified" weapons feels powerful to the point that I can "feel" the kick of the weapon and it just feels perfect for the new death animations included in this game. The enemies was also given some changes (for ex. Revenants can stand with their hands and still shoot rockets, Imps pouncing at you when you're near enough etc.). It really changes much, but not to the point that it really distant itself from the stock game.

Performance: 5/10
BDv20 can be a pain when running on an old PC. I can run v17 just fine with a few frame drops on the secret Wolfenstein level, but BDv20 just feels like a damned performance hog. Frame drops occur every few seconds on some levels and it just really cripples the game.

Graphics 8/10
As expected, it's gore factor is it's attraction, not the textures. Expect some unprecedented amount of blood and gore (and some performance issues) on this mod.

Sound 7/10
The only new sounds you'll hear from BD is the new weapon sounds, the "flesh being torn apart and blood getting splattered everywhere" sounds and the boot sound. The new weapon sounds feels satisfying as I said before and it really gives that feeling of satisfaction when you hit anything that breathes. The sounds flesh being torn apart and blood getting spilled on all six sides of the 3d environment also feels satisfying as expected. Other than that, that's pretty much it. A bit lacking, but it's good enough.

>> No.2494270
File: 12 KB, 232x185, 1413136364735.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.2494272

>Hello /vp/

You appear to have posted on the wrong board, friend.
Also this may be more suited for something like, say, a personal blog or a youtube video.

>> No.2494281
File: 503 KB, 250x188, b58.gif [View same] [iqdb] [saucenao] [google] [report]

I meant to say "/vr/"

>> No.2494283

You may want to look into a blog.

>> No.2494285
File: 30 KB, 938x571, 1431974507728.png [View same] [iqdb] [saucenao] [google] [report]

No. The locked doors help block off progression until you explore the rest of the level for the key.
It can also make for some nice set pieces, but monster closets are over done.

>> No.2494292

fair enough, nothing terribly wrong with that. you didn't say much about what's new in v20. this is the first review i've seen that doesn't mention shotgun testicles. performance has come up before. do you think some of the weapons are less powerful in v20?

>> No.2494295
File: 1.01 MB, 800x1865, russian tails teaches doom history..jpg [View same] [iqdb] [saucenao] [google] [report]

People seem to have forgotten that the violence was satisfying because it didn't happen all the time and it relied on the player's use of overpowered weapons.
So when people cried for more gore they just did it in the stupidest and more dumbed down manner possible to wow the most people.
As for the monsters dropping stuff, I'm sure that's a result of people saying 'doom's all about action' and as a result they scrapped any plans for tense and frantic running for health and ammo in. a bad situation.
They just seem to favour people who don't want to have to put any effort into a playing a fucking video game. How everything's cinematics and single button presses.

>> No.2494297

I think they're all the same in v20. As a matter of fact, but it adds some new mechanics with the new chainsaw animations/mechanic(???) and the dual-wielding mechanic.

>> No.2494302

do you spell it DOOM or Doom? just curious, all the old literature capitalizes the whole word. i agree DooM is a bit silly, take it to logical conclusion and end up with D°°M or DººM or some equally dumb thing

>> No.2494337
File: 559 KB, 640x360, 1433929337158.gif [View same] [iqdb] [saucenao] [google] [report]

It's ok, I forgive you.

>> No.2494347
File: 97 KB, 502x396, agitated skeleton.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2494350
File: 236 KB, 502x396, agitated skeleton new copy.png [View same] [iqdb] [saucenao] [google] [report]


>> No.2494352

the eyes didn't glow tho

>> No.2494357


it actually had (dead) eyes

>> No.2494359

Based it off http://i.imgur.com/TgsSxLT.png

>> No.2494361

it's a good edit. but all people do is complain pedantically about irrelevant details.

>> No.2494363

i liked it too, the eyes just caught my attention
stop being such a little bitch

>> No.2494365
File: 716 KB, 512x512, 1416388502223.gif [View same] [iqdb] [saucenao] [google] [report]

>people getting agitated over an agitating edit.

>> No.2494385

Same here, but sadly the conspiracy theorists are rooted into every single board. Every. Single. Board.

>> No.2494386
File: 23 KB, 333x424, 1409574287767.png [View same] [iqdb] [saucenao] [google] [report]

Not bad, but a little more texture variety wouldn've hurt, plus while there were some nice visual touches, some rooms still felt a bit squareish. Also, it couldh have looked more "robust" in places (particulary where you used the brick textures) to give it more of a castle feel.
Also, I've found the ammo just enough, just when I was about to run out of one particular type, I found some more for it.
Gameplay was pretty meh, just walking into rooms and killing everything in sight. No traps or anything. Also, mark your exit in the future.

>> No.2494387
File: 822 KB, 525x809, 1433185725141.png [View same] [iqdb] [saucenao] [google] [report]


>that image

>> No.2494395

Doomguy could do better than a couple of old trouts filled with sillicone.

>> No.2494557



>> No.2494559

I'm intrigued, what's the name of the mod?

>> No.2494563
File: 217 KB, 1280x720, gzdoom 2015-06-25 08-25-18-089.png [View same] [iqdb] [saucenao] [google] [report]

Something I work on with a guy occasionally.
Progress be slow as balls, and it's still buggy as all hell. We both are working mostly on other projects.

>> No.2494565

Nice, keep us updated on the progress though pls

>> No.2494583
File: 779 KB, 1920x1080, Screenshot_Doom_20150625_204508.png [View same] [iqdb] [saucenao] [google] [report]

Are there any maps that do natural caves decently? Mine always come out looking ugly and 1-texture.

>> No.2494597


Noah in Samsara when?

>> No.2494606

Hexen's "Caves of Circe"?

>> No.2494657
File: 352 KB, 1280x960, 1435238698.png [View same] [iqdb] [saucenao] [google] [report]

PUNISHER.WAD - http://www.doomworld.com/idgames/?id=3025

you probably know this one, it's pretty much a less refined but harder version of pl32. it is more awkward to run around, there are fewer routes between areas and more unfortunate chokepoints. it doesn't help that the doors which should stay open can be closed by monsters from the other side. there are extra switches to reopen the doors but they're all single-use. there's also a few monsters stuck together or in walls. punisher clearly had less time spent on it than pl32.

i wonder which came first. whether pl32 was a refinement, correcting the authors' perceived shortcomings, or if they thought, pl32 isn't hard enough, let's do another one, no point in putting so much effort into prettifying it, just add tons of monsters.

>> No.2494671

I believe Punisher was first, as they didnt start developing Plutonia until after TNT was purchased by id.

>> No.2494724

We have the Chex Warrior, so why not Noah?

>> No.2494798

I really wish someone would port Redneck Rampage to the doom engine because that OST is wonderful and I cannot get the game to run, even when Erampage.

That and I'd love to see more characters in Samsara.

>> No.2494860

Apparently it was proposed, but Term didn't want to do it or something? I don't know. Brought it up with the Extra Hero guys though, and they... know it's a thing I want at least.

>> No.2494865

I love remixes of original levels for some reason

>> No.2494913


It was a bit too mazey, but the glorious Hexen textures made that place so pretty. Those cave walls with painted stalactites looked great in dimly lit areas.

>> No.2494919

Hasn't Term abandoned Samsara and left "If you want new characters - make your own plugin" notice?

Also, I remember someone posting his own Samsara-based works here in these threads.

>> No.2495010
File: 179 KB, 476x784, da34e0413a336a93f359543d6aaf6d68-d383fg4.jpg [View same] [iqdb] [saucenao] [google] [report]

>come up with an idea for a .wad
>have no idea how to mod doom even though I've got all the tools at my disposal

Shame, was going to make something along the lines of Goosebumps' Horrorland and Carnevil

>> No.2495020

like blood?

>> No.2495063

What don't you know how to do?

>> No.2495089
File: 19 KB, 353x334, [Shreks Fedora].jpg [View same] [iqdb] [saucenao] [google] [report]

>Chex Warrior zorches everyone.

>Doomguy Blazkowicz and Strifeguy get sent to the flemoid's world.
>They all get slaughtered because flemoids are immune to weaponry.

So they still die.

>> No.2495092

I'm sure Chex can change where his Zorchers zorch people to.

>> No.2495094

>he can't change it on the fly
>everyone he zorches gets telefragged

>> No.2495097

Oh god that's how he's taking the flemoids down. He isn't moving the problem away, he's TELEFRAGGING them!

>> No.2495103
File: 2.60 MB, 459x459, 1424570162227.gif [View same] [iqdb] [saucenao] [google] [report]

This....actually makes sense.

Or at the very least his zorcher has 2 functions


>> No.2495125

check out happy time circus 2

>> No.2495153

are you literally 12

>> No.2495194

So a mod just did a sweep and deleted a bunch of shitposts.

If only /v/ mods were that efficient. I guess that's why /v/ is the hellhole that it is.

>> No.2495202
File: 469 KB, 914x784, 1429240608774.png [View same] [iqdb] [saucenao] [google] [report]

He pops by occasionally.

>> No.2495228

which map is this screenshot from?

>> No.2495240

>Apparently it was proposed, but Term didn't want to do it or something?

Nah, I wanted to. It would've been a funny joke character.

>> No.2495256

Noah has nothing different from BJ

>> No.2495308
File: 551 KB, 1280x960, 1435263191.png [View same] [iqdb] [saucenao] [google] [report]

BIGROOM2 - http://www.doomworld.com/idgames/?id=4132

a giant earth cavern with one side area for each key and the exit. some decent architecture, lighting, and height differences. but it's a shame they're all so disconnected.

UV has only two extra monsters over HMP. unfortunately one of them is an archvile, placed in the Room What Gives The Map Its Name. the room is open and almost devoid of cover, and you only have a shotgun. good luck.

>> No.2495312

No, actually. His weapons' damage are calculated slightly differently.

>> No.2495334

This is not enough to make them function any different, it only affects how many times you shoot feed at a monster.

He needs more differences.

>> No.2495339

Or he could just a be an alternate skin for BJ.

>> No.2495341

IIRC Caleb was left out because too similar to Duke

>> No.2495353


Yeah, but Caleb wouldn't be a joke character.

>> No.2495361


This would have been cool.
Different skins for all the characters would've been rad.

Doom > Doom 64
Heretic > ????
Hexen > ????
Chex > ????
Wolfenstein > Super 3D Noah's Ark
Duke > Life's a Beach
Marathon > Marathon 1
Quake > Quake 2/3

>> No.2495365

>Heretic > ????
>Hexen > ????
>Chex > ????
i think you've spotted the flaw already

>> No.2495371



>> No.2495373

Would you guys say that Quake levels are balanced to be played from scratch? The scarcity of weapon pickups in some maps and durable monsters makes me think attempting this could be more frustrating than fun.

>> No.2495374

>Heretic > ????
Heretic 2

>> No.2495380

I've forgotten the name of that great wad that randomizes all sorts of weird shit with a slot machine. Had kind of an arcadey feel to it and all sorts of different themed maps from JRPG town to Tron.

>> No.2495381


>> No.2495386

Every character wouldn't need an alt skin because some do. And noah is the only one those worth implementing if weighing the payout against the amount of work needed.

>> No.2495391

I'd suggest going with alternative heads instead or something like a tabard.

>> No.2495465

>Hexen > ????
The other classes, obviously. You can't tell me you don't want to see Baratus trying to cast Frost Shards.

>> No.2495579


Are you? But seeing as you're getting your tits in a bind, the non gaming demographic, call of duty players, and those guys that still think consoles are the superior way of playing games.

My point still stands, that's the target audience with all this

>> No.2495593

>Yfw the two incurrances of that cyberdemon aren't acctually cybers, but a diffrent enemy that's basically a mini-cyber except it fires off spurts of plasma and BFGs, and will charge you, but possesses less health.

>> No.2495720

can't find any threads for it anywhere, or any githubs, sourceforges, etc., let alone downloads, just videos, what's up with that?

>> No.2495756

Oh man, there's a teleport into a demon in Perfect Hatred? I started Thy Flesh a week ago and Perfect Hatred is kicking my ass. The main two issues is the room with the plasma rifle and red skull. The enemies rarely open the door near the lava so if I fall back down that's that. I'm screwed. And the rocket launcher gets real sloppy, it's really hard to actually use it in the next room after you get it so I have to rely on shotgun and plasma.

Other than that, love the level. Been trying to beat it for a few days now but I never get past a certain point in the map.

>> No.2495763

I like them, but some other scenarios like "survive the arena" and "solve the puzzle" can help things from getting too stale.

>> No.2495776

Hey Combine-Kegan, GMOTA for HeXen when?

>> No.2495782

The teleport opens up when you approach the end.
If you find it you get a free BFG9000

>> No.2495797

I'll make sure to leave some assholes alive so I can fully enjoy it.

>> No.2495880

anyone want to do some Samsara with Extra Heroes on Zandronum(preferably using a mapset besides the default Doom 2 one cause I've been playing that one a lot lately), I'd host it myself but I can't access my router to turn on Port Forwarding

>> No.2495889

>Extra Heroes


>> No.2495893

what's wrong with Extra Heroes?(don't have to use it, but I like having Lo Wang as a possibility to play as)

>> No.2495904

>anyone want to do some Samsara with Extra Heroes


>> No.2495907

The extra heroes are an imbalanced, broken, barely functional and complete clusterfuck of a mess "maintained" by two retards who don't know how to code and only slap in half-finished add-ons by other people.

>> No.2495910

well okay how about just regular Samsara then(sounds to me that someone needs to make a pack of extra characters that's actually good, cause it's a shame that Lo Wang isn't playable in default Samsara)

>> No.2495912


You know how add-ons and getting handled by other devs killed GvH and Mega Man?
Yeah, it's the same thing with this.

>> No.2495915

On a related note,somebody make a patch to make samsara work with complex dumb

>> No.2495919

somebody already did

it's shit, like most of complex

>> No.2495961

I meant to say made,heh

>> No.2496053

>non gaming demographic
oh so the people who don't play video games? are you twelve AND a retard?
>call of duty
literally how is doom 4 pandering to call of duty players? it doesnt even have ironsights iirc
>those guys that still think consoles are the superior way of playing games
this doesn't even make sense. you mean people who prefer controllers to keyboard+mouse? that's not even a necessarily wrong opinion

sorry but your /v/ mustard race meme lingo is kinda indicative of immaturaty

>> No.2496069
File: 38 KB, 345x343, 1365586085180.jpg [View same] [iqdb] [saucenao] [google] [report]

>Mfw I made my first door in doombuilder
Pity I have no talent for level design

>> No.2496070


gzdoombuilder has a "make door" button that automatically does it for you

>> No.2496127

select a sector/sectors
press shift+d

also, keep at it
play a bunch of wads, see what things you like, try to recreate them, experiment a bit

also, remember to always align your damn textures properly

>> No.2496129

Does anyone have nash's smoother movement mod made back a while ago?

>> No.2496196

As in Animations or Player movement?

>> No.2496204

player movement, made running arounf less slippery

>> No.2496214

Ah, no idea then.

>> No.2496349


I was planning continuing on arguing with you over this shit. But between captcha not working and the day I've had. Fuck it. I'm a cynical manchild. You win anon. Everything is going to be great

>> No.2496413


>> No.2496440




>> No.2496441

yep, thanks,

>> No.2496445
File: 451 KB, 535x473, 1421775010126.png [View same] [iqdb] [saucenao] [google] [report]

Playing Knee Deep in the Dead again after using Doombuilder and understanding how its all made is a really exciting experience

Cant wait to play Inferno and realize why Sandy maps suck so much design wise

>> No.2496482

It's no use since nash recently erased his entire drop box in a fit of anger

>> No.2496551


>> No.2496675
File: 152 KB, 437x708, aaa.png [View same] [iqdb] [saucenao] [google] [report]

Well guys the Boulder Firing Gun isn't gonna happen in Combined_Arms, I really can't make it WORK in a satisfying manner.

So it's back to the goddamn drawing board for a BFG weapon.

>> No.2496691

what are the other planned weapons?

>> No.2496693

should i make a new thread or should we just move to >>2490019 ?

>> No.2496694

there's an axe, a rapid firing rocket launcher, and a plasma shotgun thing with three firing modes, i think

>> No.2496695


Well. I've got

Fists (gauntlets when picking up berserk)

Magic axe that shoots axe magic and has a sick ass boomerang attack

Pistol with infinite reloads, and an altfire that spews extra bullets everywhere

Shotgun with a devastating altfire where you shoot like, 6 shells at once and go flying back

Energy shotgun thing that'll have unique effects when you altfire walls, floors, ceilings, and monsters

nailgun that shoots faster the longer you shoot, also shoots darts that drain cell energy from monsters

the rapid fire rocket launcher

The buster rifle, a rapid fire plasma gun/railgun/energy rocket launcher and a lightning gun all in one

I'm also taking ideas for a pool of extra weapons to replace the Blur Spheres, one suggestion was a Rocket Propelled Chainsaw launcher.

>> No.2496697

New thread, I guess.

>> No.2496708

So I downloaded darkplaces, but I'm not sure where to get the quake game files. Did I not look through the initial post properly? Because I can't find the files.

>> No.2496713
File: 16 KB, 267x200, swan_fox___inter3_by_shiga95-d301xsy.png.jpg [View same] [iqdb] [saucenao] [google] [report]

How about a flamethrower or napalm launcher that either leaves giant gouts of flame when it kills an enemy or hits the floor, or with an alt-fire that shoots out a literal wall of fire?

>> No.2496718



>> No.2496756

>may yet

dude, that ship sailed a long time ago. let it go.

>> No.2498276

Did you buy Quake? If so just make sure the Id1 folder has PAK0.pak in it and then copy and paste that folder into darkplaces. If you didn't buy it then just pirate it and grab the PAK0.pak file. Hope this helps.

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